#version 330 core
out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D texture_diffuse1;
uniform vec3 lightColor;
uniform vec3 objectColor;


void main()
{   
    float ambientStrength = 2.0;
    vec3 ambient = ambientStrength * lightColor;
    vec3 result = ambient * objectColor;
    FragColor = texture(texture_diffuse1, TexCoords) * vec4(result, 1.0);
    //FragColor = texture(texture_diffuse1, TexCoords);
}